4.26.2011

We hope you all had a great Easter Weekend; hunted down eggs, ate Easter beast, endured distant relatives, etc. As for ourselves, when we were not socially engaged in the above mentioned activities or getting Sheen-faced to make said activities a bit more tolerable, we were were going over all the New Phyrexia cards - we can say that Wizards of the Coast really delivered another amazing set.

As the entire set had been spoiled (sad face) via the leaked GodBook, and we have faithfully completed our conventional New Phyrexia spoiler list, we have little else to do in the short few weeks ahead of the formal release. Today we just want to draw your attention to the important links on the mothership you need to know as well as the Karn FAQ which Doug Beyer had covered yesterday . . .

Your links . . .You will note that Wizards has now provided the entire visual spoiler at this time which makes sense as it was unfortunately leaked in its entirety.

* Karn's first and third abilities are linked. Similarly, Karn's second and third abilities are linked. Only cards exiled by either of Karn's first two abilities will remain in exile when the game restarts.

* A game that restarts immediately ends. The players in that game then immediately begin a new game. No player wins, loses, or draws the original game as a result of Karn's ability.

* In a multiplayer game (a game that started with three or more players in it), any player that left the game before it was restarted with Karn's ability won't be involved in the new game.

* The player who controlled the ability that restarted the game is the starting player in the new game. The new game starts like a game normally does: -- Each player shuffles his or her deck (except the cards left in exile by Karn's ability). -- Each player's life total becomes 20 (or the starting life total for whatever format you're playing). -- Players draw a hand of seven cards. Players may take mulligans. -- Players may take actions based on cards in their opening hands, such as Chancellors and Leylines.

* After the pre-game procedure is complete, but before the new game's first turn, Karn's ability finishes resolving and the cards left in exile are put onto the battlefield. If this causes any triggered abilities to trigger, those abilities are put onto the stack at the beginning of the first upkeep step.

* Creatures put onto the battlefield due to Karn's ability will have been under their controller's control continuously since the beginning of the first turn. They can attack and their activated abilities with {T} in the cost can be activated.

* Any permanents put onto the battlefield with Karn's ability that entered the battlefield tapped will untap during their controller's first untap step.

* No actions taken in the game that was restarted apply to the new game. For example, if you were dealt damage by Stigma Lasher in the original game, the effect that states you can't gain life doesn't carry over to the new game.

* Players won't have any poison counters or emblems they had in the original game.

* In a Commander game, players put their commanders into the command zone before shuffling their deck.

* The number of times a player has cast his or her commander from the command zone resets to zero. Also, the amount of combat damage dealt to players by each commander is reset to 0.

* If a player's commander was exiled with Karn as the game restarted, that commander won't be put into the command zone at the beginning of the game. It will be put onto the battlefield when Karn's ability finishes resolving.

* In a multiplayer game using the limited range of influence option, all players are affected and will restart the game, not just those within the range of influence of the ability's controller.

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Lastly, some news from our friends at MTG Mint Card - New Phyrexia assorted card lots are now available for pre-order. We have for some time been ordering the card lots as it is an fast, efficient and inexpensive way to get your collection together and start playing with all the new awesomeness.